[Player] Add AI Pathfinding on a 2D grid to the player character
This commit is contained in:
78
Assets/External/AstarPathfindingProject/ExampleScenes/ExampleScripts/ObjectPlacer.cs
vendored
Normal file
78
Assets/External/AstarPathfindingProject/ExampleScenes/ExampleScripts/ObjectPlacer.cs
vendored
Normal file
@@ -0,0 +1,78 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Pathfinding.Examples {
|
||||
/// <summary>Small sample script for placing obstacles</summary>
|
||||
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_examples_1_1_object_placer.php")]
|
||||
public class ObjectPlacer : MonoBehaviour {
|
||||
/// <summary>
|
||||
/// GameObject to place.
|
||||
/// When using a Grid Graph you need to make sure the object's layer is included in the collision mask in the GridGraph settings.
|
||||
/// </summary>
|
||||
public GameObject go;
|
||||
|
||||
/// <summary>Flush Graph Updates directly after placing. Slower, but updates are applied immidiately</summary>
|
||||
public bool direct = false;
|
||||
|
||||
/// <summary>Issue a graph update object after placement</summary>
|
||||
public bool issueGUOs = true;
|
||||
|
||||
/// <summary>Update is called once per frame</summary>
|
||||
void Update () {
|
||||
if (Input.GetKeyDown("p")) {
|
||||
PlaceObject();
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown("r")) {
|
||||
StartCoroutine(RemoveObject());
|
||||
}
|
||||
}
|
||||
|
||||
public void PlaceObject () {
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
|
||||
// Figure out where the ground is
|
||||
if (Physics.Raycast(ray, out hit, Mathf.Infinity)) {
|
||||
Vector3 p = hit.point;
|
||||
GameObject obj = GameObject.Instantiate(go, p, Quaternion.identity) as GameObject;
|
||||
|
||||
if (issueGUOs) {
|
||||
Bounds b = obj.GetComponent<Collider>().bounds;
|
||||
GraphUpdateObject guo = new GraphUpdateObject(b);
|
||||
AstarPath.active.UpdateGraphs(guo);
|
||||
if (direct) {
|
||||
AstarPath.active.FlushGraphUpdates();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator RemoveObject () {
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
|
||||
// Check what object is under the mouse cursor
|
||||
if (Physics.Raycast(ray, out hit, Mathf.Infinity)) {
|
||||
// Ignore ground and triggers
|
||||
if (hit.collider.isTrigger || hit.transform.gameObject.name == "Ground") yield break;
|
||||
|
||||
Bounds b = hit.collider.bounds;
|
||||
Destroy(hit.collider);
|
||||
Destroy(hit.collider.gameObject);
|
||||
|
||||
if (issueGUOs) {
|
||||
// In Unity, object destruction is actually delayed until the end of the Update loop.
|
||||
// This means that we need to wait until the end of the frame (or until the next frame) before
|
||||
// we update the graph. Otherwise the graph would still think that the objects are there.
|
||||
yield return new WaitForEndOfFrame();
|
||||
GraphUpdateObject guo = new GraphUpdateObject(b);
|
||||
AstarPath.active.UpdateGraphs(guo);
|
||||
if (direct) {
|
||||
AstarPath.active.FlushGraphUpdates();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user